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Originally Posted by
AmrasArFeiniel
Paradise back on just the t/m personalities. Think it mainly belongs on them as they have less options for growing than attackers.
I don't see any harm on having paradise on attackers, and sometimes it helps when you get chained OOW.
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MS base duration -> 4-10 ticks (currently 5-12 I think?). MS is really strong, and toning it down slightly won't make mystic picked any less. Plus elf is getting bonus casting duration and that plus normal duration of ms would be too much.
I agree that it is strong, but I haven't picked mystic since maybe age 40ish and, other than paired with faery or elf, it's not a popular personality. This wouldn't help.
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Buff amnesia, now heretic only. Amnesia isn't really used. Buff it and make it heretic only so you have to spend a slot on a heretic to get it.
Maybe just buff amnesia? I use it occasionally, especially as the age progresses. It's an ok spell in addition to all the others.
Or you could make it a temporary spell, like MS, and buff it a lot (like, science is 100% uneffective for its duration).
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incite riots now only heretic and bandit. IR is awesome econ control. Tone down its power by restricting it to bandit and heretic.
Rogue has always had all thievery ops and I think it should stay that way. That being said, I wouldn't have a problem with these three getting IR – it is fairly strong and, since it costs so many thieves, only dedicated thieves do it anyway, most of the time.
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Dark Elf
+20% spell damage
Prisoners decay to wizards over time (5%/tick)
Dungeons hold 50 prisoners
80% of enemy casualties are captured as prisoners (usually 66%)
Prisoners fight with 7 strength
80% prisoners return from combat (normally 50%)
-20% birth rate
4/7 elite 8nw 800gc
spellbook: BL, fanat
their prisoner decay bonus would lead to an INSANE wpa. For comparison, I'm playing an Elf/Warrior this age, and I usually get ≈10 elites/tick, with troops more or less constantly out and normal capture rates. By comparison, I get ≈3 wizards per tick with 20% guilds.
With this proposal as is, Dark Elf would get around 20 wizards/tick (double the decay rate and more prisoners) which is frankly absurd, especially since wizards die at a much lesser rate than elites. It's not a bad idea, but numbers need to be tweaked substantially. Alternatively, instead of decay, why not make some released prisoners (or some other troop, maybe) convert to wizards on each attack? That would allow Dark Elves to function effectively as an A/M, getting more wizards as they gain land.
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Bocan
+1 ospec
+20% sabotage damage
+30% spec credits
can use credits for thieves
-10% income
5/7 elite 8.5nw 850gc
Spellbook: fanat, gluttony
Ok civ, sounds interesting but not too strong. Maybe the elite should be more expensive and/or have more NW.
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Elf
+25% WPA
+25% combat spell duration
+1 dspec
+15% wages
7/4 elite 9nw 900gc
Spellbook: GP, Chastity
I don't think Elf should lose its support role; I'll elaborate further down.
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Halfling
+10% pop
+25% TPA
-50% thief cost
can train elites with credits
+10% casualties
5/5 elite 7nw 400gc
Spellbook: MA, IA, Aggression
The thing about adding more casualties is that you make them less efficient at turtling up. No hospitals doesn't hurt halflings as much because their units are cheap.
The same goes with giving them +10% pop instead of making it house-related. Yes, it's a more direct way to achieve the same – but houses also boost birth rate, which pairs well with the high-casualty, weak-unit, no-hospitals, mass attack which is the halfling attacker. This loses that particular flavor in favor of a hum-dum thief race.
Also, where is Town Watch? Bring it back!
Also (x2), no 2/2 soldiers? how come?
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Human
+15% income
-15% wages
-15% WPA
+15% enemy spell damage
8/4 elite 10nw 1000gc
Spellbook: QF, SI, Rev, FoK
This human seems a bit too strong. The elite is good, the bonii have synergy with each other, and you've given them a lot of spells without taking away -1% mana, which kept them in check. It's not an unstoppable machine, but it's pretty strong.
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Orc
+15% Battle gains
+10% enemy casualties
Free draft
2/2 soldiers
-15% TPA
+15% enemy sabotage damage
8/3 elite 9.5nw 1000gc
Spellbook: BL, Aggression
This elite is weaker than the human's, which I think doesn't make much sense. I do like strong soldiers + aggresion.
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Avian
-25% attack time
+25% birth rate
-25% military training time
+10% OME
Cannot be ambushed
cannot use stables or horses
-15% battle gains
8/2 elite 8nw 800gc
Spellbook: TW
Oh, there is town watch. Why? I would also allow ambushes on avians, even if it's for less land – ambushes often aren't about taking land back, but about killing offense, and this avian has good offense (not as good as human, though) and no casualty penalty.
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Dwarf
+25% BE
-50% construction cost
+50% building credits
20% of enemy spells and ops fail
+75% food needed
7/5 elite 9.5nw 950gc
Spellbook: GP, TW, IA
The auto-fail bonus seems just so lazy.
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Faery
+25% self spell duration
cast spells on mates
+1 mana/tick
-10% pop
4/8 elite 10nw 1000gc
Spellbook: MA, AD, QF, TW, BL, MF, Invis, Rev
The civ that gets the most spells shouldn't be the one with support spell casting. It's just too easy.
I also like that Faery gets all spells – as it is, they no longer have fanaticism, which further diminishes their value as an attacker.
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Undead
+1 horses
-30% casualties
no food needed
spreads and is immune to plague
-20% sci effect
9/3 elite 10nw 1000gc
Spellbook: AD, Vermin
The strongest elite, the strongest horses, and -30% casualties so you can't even kill the bastards? Hard pass – I think we've all learnt this age the foolishness of giving the strongest elite to the most durable race.
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Mystic
+150% guild land effect
+60% channeling science
+30% rune production
Spellbook: MS, Blizzard, Paradise
Starts with: 800 wiz
About the same as this age, mystic is about duration damage and mainly MS.
It seems pretty boring to give one strong spell to a personality, especially if it's also a nerfed spell. I also don't see the point of increased rune production if you're gonna do long(ish)-lasting spells, which demand much less runes.
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Assassin/Rogue
+75% TD land effect
+60% crime science
+1 stealth/tick
+20% NS damage
Access to GA, AW, Prop
Spellbook: Paradise
Starts with: 800 thieves
This makes for a poor T/M, which I get is what you're going for but consider the fact that no race has good guilds. Elf has a WPA bonus, and Dark Elf gets a (currently stupid) amount of extra wizards, but you can't go the a/t/m route with the latter so, if you want to play T/M as rogue, you're forced to pick Elf.
And this personality doesn't even get invisibility (that would be faery, which gets no WPA bonuses and sucks at attacking, so why would you pair it with Rogue?)
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Bandit
+50% TD land effect
+25% income and crime sci
+25% gains on plunders, robs, and kidnaps
-50% merc cost
Mercs fight at 7 strength
Converts some mercs to thieves on successful trads and plunders
Access to GA, SWH, incite riots
Spellbook: Gluttony, Vermin
Starts with: 400 solds and creds, 400 thieves
This, on the other hand, is a much more solid A/T personality.
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Heretic
+50% guild land effect
+50% TD land effect
wiz don't die on failed spells
+35% channeling, crime, and cunning sci
Access to GA, incite riots
Spellbook: ET, NM, FG, Amnesia, Paradise
Starts with: 400 wiz, 400 thieves
No comment. It's an ok personality – but heretic is always hard to balance, and now even more so when there's two other thief personalities.
I would seriously consider merging this one with bandit, though that would necessarily require to get rid of some bonuses.
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Cleric/Paladin
+50% guild land effect
-30% casualties
Immune to plague
cast support spells on mates
+20% channeling, shielding, and invocation sci
Spellbook: AD, DS, Wrathful Smite, IS, PF, ET
Starts with: 400 solds and creds, 400 wiz
Cleric is fine. Just like last age, I think.
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Tactician
-15% attack time
+40% siege sci
Accurate intel
Spellbook: War Spoils, CS
Sarts with: 800 solds and credits
less attack time, more gains (via science) and WS (which makes it impossible to ambush) means Tactician is way, way too strong as an attacker. Sure, it doesn't have raw power – but it gains lots and gains it fast. And gaining lots of land, fast, is what wins wars.
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Engineer/Artisan
Immune to income penalties
+15% econ sciences
+10% land effect all buildings
Spellbook: ToG, Ghost Workers, RM
Starts with: +1 scientist, 400 solds and creds
This seems way too strong. +15% on all econ sciences? And 10% more land?
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Berserker/Warrior
+10% OME
+30% tactics sci
+15% gains on massacres
-25% casualties on conquest attacks
improved conquest range
Spellbook: Aggression
Starts with: 800 solds and creds
This seems like the perfect personality to crack T/Ms, which is an interesting idea in theory but pretty boring in practice. I like warrior much better as it is – the personality that simply won't go down.
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War Hero
+100% honor bonuses
Prisoners convert to elites over time (5%/tick)
Convert specs to elites
+35% valor and heroism sci
Spellbook: Hero's inspiration (PI renamed)
Starts with: 800 elites
Adjusting war hero to be more of the "reload" attacker personality. Conversions, bonuses to draft speed and training speed, and prisoners converting to elites, plus PI, let it reload its offense very quickly throughout war, and also give it a very fast start.
Way too strong.